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Mike Turitzin

@miketuritzin7,641 subscribers

Building a game/engine based on signed distance fields ~ Past: rendering lead @figma, indie VR dev, founder @workflowy, search backend @ Google, Quake modder

Shorts

Kind of obvious when you think about it, but it was cool to realize that I don't need to record position history to draw artillery trails, as the same closed-form trajectory equation can be used to "rewind time" for each shot to generate its trail positions.

Kind of obvious when you think about it, but it was cool to realize that I don't need to record position history to draw artillery trails, as the same closed-form trajectory equation can be used to "rewind time" for each shot to generate its trail positions.

117,700 次观看

Playing around with a "tunnel gun" that can open a tunnel in front of you that can be looked into or moved through. This type of thing is really simple in my engine - just spawn an SDF capsule subtraction that is locked to the player's view.

Playing around with a "tunnel gun" that can open a tunnel in front of you that can be looked into or moved through. This type of thing is really simple in my engine - just spawn an SDF capsule subtraction that is locked to the player's view.

282,241 次观看

Experimenting with a SDF material blend function that is "stamps" the material volumetrically. The previous function I was using (which is the common one) blends the material around the surface influence area, and so would have no effect below ground.

Experimenting with a SDF material blend function that is "stamps" the material volumetrically. The previous function I was using (which is the common one) blends the material around the surface influence area, and so would have no effect below ground.

154,254 次观看

Something that just clicked for me - In the same way that dividing by distance-to-origin (L2 norm) projects a point onto the unit circle/sphere: Dividing by L1 norm projects onto the unit diamond/octahedron Dividing by L-infinity norm projects onto the unit square/cube cont.

Something that just clicked for me - In the same way that dividing by distance-to-origin (L2 norm) projects a point onto the unit circle/sphere: Dividing by L1 norm projects onto the unit diamond/octahedron Dividing by L-infinity norm projects onto the unit square/cube cont.

25,848 次观看

I'm close to finishing a major rework of how materials are baked in my engine. Rather than baking material properties directly, I now store a material palette per brick and bake blend weights. This means that material property blending is "deferred" to render-time, ... 1/

I'm close to finishing a major rework of how materials are baked in my engine. Rather than baking material properties directly, I now store a material palette per brick and bake blend weights. This means that material property blending is "deferred" to render-time, ... 1/

20,949 次观看

Cleaning up SDF physics objects with a portable hole. Oddly satisfying.

Cleaning up SDF physics objects with a portable hole. Oddly satisfying.

108,246 次观看

I too use the sphere making algorithm

I too use the sphere making algorithm

67,316 次观看

Metallic materials are now officially supported in my engine. Previously, I hacked this for some videos by interpreting inverse "roughness" as "metallic", but obviously that isn't a great long-term solution :)

Metallic materials are now officially supported in my engine. Previously, I hacked this for some videos by interpreting inverse "roughness" as "metallic", but obviously that isn't a great long-term solution :)

38,349 次观看

Prowling around the SDF yards after dark, desecrating spheres with reckless abandon.

Prowling around the SDF yards after dark, desecrating spheres with reckless abandon.

35,847 次观看

Sparse allocation/rendering of SDF bricks is now working! The pipeline is fully GPU-driven - a series of compute shaders that manages brick allocation/baking in a 3D texture atlas, followed by draw-indirect for rendering. Still a lot more work to do, including automatic LOD.

Sparse allocation/rendering of SDF bricks is now working! The pipeline is fully GPU-driven - a series of compute shaders that manages brick allocation/baking in a 3D texture atlas, followed by draw-indirect for rendering. Still a lot more work to do, including automatic LOD.

39,022 次观看

Got the BVH (AABB tree) working with a nice visualization. (The circles and arrows show the hierarchy of the tree.) This is all CPU-side for now, so next is to ship the BVH to the GPU for accelerating SDF brick baking. It's already in a flat buffer so that is straightforward.

Got the BVH (AABB tree) working with a nice visualization. (The circles and arrows show the hierarchy of the tree.) This is all CPU-side for now, so next is to ship the BVH to the GPU for accelerating SDF brick baking. It's already in a flat buffer so that is straightforward.

36,134 次观看

Increased the number of octaves of noise in the terrain gen function, and it's pretty mesmerizing just watching a cube smoothly blend with the terrain.

Increased the number of octaves of noise in the terrain gen function, and it's pretty mesmerizing just watching a cube smoothly blend with the terrain.

22,771 次观看

This article is a great dive into the nuts and bolts of creating one of those tiny (but neat) shaders. Both in terms of algorithms and GLSL character minimization!

This article is a great dive into the nuts and bolts of creating one of those tiny (but neat) shaders. Both in terms of algorithms and GLSL character minimization!

13,248 次观看

Ran across this great article on sampled SDFs that has *great* interactive WebGL illustrations that work really well for building intuition on how this works. This technique works for SDF-based text rendering or baking of 3D geometry like in my project.

Ran across this great article on sampled SDFs that has *great* interactive WebGL illustrations that work really well for building intuition on how this works. This technique works for SDF-based text rendering or baking of 3D geometry like in my project.

17,843 次观看

Tracing a ray against the BVH and highlighting the leaves that are tested. (This is an "any hit" test for demonstration purposes! Next vid is shows closest-hit raycast.)

Tracing a ray against the BVH and highlighting the leaves that are tested. (This is an "any hit" test for demonstration purposes! Next vid is shows closest-hit raycast.)

18,486 次观看

Videos

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Herding cubes.

Mike Turitzin

26,638 次观看 • 1 年前

miketuritzin's profile picture

My foes when I confront them

Mike Turitzin

14,650 次观看 • 10 个月前

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